Sending Players to spectate when they die, but bringing them back when everyone dies?

Hey all. I’m working on a map that involves multiple combat encounters with teamplay as the focus. I want to keep the stakes at maximum so I want to implement a system where players dying results in them spectating until either everyone is killed or the encounter is completed.

I haven’t a clue how to code and I figured I had a solution which involved turning the checkpoint pad off when the encounter started, and then using the player counter device to re-enable the checkpoint when all players were killed, but the issue is it doesn’t keep the same checkpoint as your registered checkpoint when it re-enables, so instead of spawning all players again, it just ends the game, which is NOT what I want.

My question is how can I get around this? Is there some sort of code I can implement into the map’s overall settings that overrides the checkpoint registration? Any tips would be appreciated, otherwise I would need to resort to sending killed Players to an invisible box above the encounter, and that would take away from the overall immersion of the experience.

I would check the island settings. They have rules for wave spawn if I remember correctly. The wave rules could possibly be when every team is dead.

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